
Explore the Unity editor windows and core features, work with 3D models like cubes and spheres, and download and install the free personal version to begin building and publishing games.
Learn the Unity editor basics: create a new 3D project, explore the scene, hierarchy, inspector, and project windows, and configure a main camera, directional light, and assets.
Move, rotate, and scale a cube with the transform component across x, y, and z axes, using a 3d primitive and mesh render, mesh filter, and box collider.
Create and assign materials to 3D objects, adjust color via a material's color picker, and enable transparency using the rendering mode, while observing shadows and lighting in a Unity scene.
Create and customize Unity particle systems to emit particles from a cube. Adjust duration, start delay, lifetime, speed, color, gravity, and simulation space (local or world) for dynamic effects.
Add a Rigidbody to the cube to enable physics, adjust mass and gravity, and run a live scene to see it fall and collide with spheres.
Extend your game by using the Unity asset store to browse and import asset packages, 3D models, animations, skyboxes, and complete projects, saving development time.
Master core coding concepts in C-sharp, including variables, methods, conditionals, and loops, in a concise one-hour introduction that guides you to download Unity for game development.
Learn to set up a simple Unity project, attach a C# script to a cube, and use public variables like size modifier, new name, and is rotated.
Instantiate multiple cubes from a prefab using a game controller, looping with for or while to place them at random vector3 positions within a set range.
Learn basic input systems to move a cube with left, right, and forward keys, jump with space, and switch cameras with the mouse to view from multiple angles.
Implement jumping in Unity by using a Rigidbody with gravity, applying a vertical force on the space key press, and enabling jumps only after the cube hits the floor.
Learn to create and reuse prefabs in Unity to replicate enemies, coins, bullets, and effects across scenes. Transform objects into prefabs and adjust them to tune game visuals and difficulty.
Set up a Unity scene with a floor and wall, create a bullet prefab with a rigid body, and script its shooting from the player on mouse click.
learn how to detect bullet collisions using colliders and rigidbodies, trigger explosions with a trigger explosion tag, and instantiate explosion prefabs at the collision point.
Set up a Unity project for a ninja game by creating a new 3D project, organizing assets into scripts, scenes, and materials folders, and saving the initial game scene.
Build a simple scene by creating a floor from a scaled cube, applying a floor material, and adding a simple player model with a collider for movement.
Compute movement variation by converting screen coordinates to viewport coordinates and tracking click origin. Use left mouse click or touch input in Unity to drive player movement with variation vector.
Switch the main camera to orthographic projection for a 2d isometric view. Adjust size and rotation to reveal the floor, and test aspect ratios from 3:4 to 9:16.
Set a horizontal range and zero the y position for the jumping enemy, then move toward a random target within the range using linear interpolation as its velocity switches.
Create a responsive canvas UI that shows a timer using a chosen font, set the canvas scaler for screen size, anchor the text top-left, and implement a survival timer.
Learn to implement a rolling enemy that moves left and right along the x-axis within a horizontal range, includes a wait between flips, and shifts depth on the z-axis.
Implement a rolling enemy in Unity by selecting a random depth from an int array using zero-based indexing, starting on a left or right side, and updating its transform position.
Compute a responsive horizontal range from the camera aspect and orthographic size for 9 by 16 and 3 by 4, then clamp the player and enemies within those limits.
Create a balancing enemy prefab in Unity, with a red spiked sphere and removed colliders, then spawn it via the game controller to move on horizontal and depth axes.
Set a 45-degree angle to drive diagonal movement, convert degrees to radians for cosine and sine, and apply speed in Unity's update method for bouncing enemies.
Define a base angle and a variable angle in Unity to drive a bouncing enemy, using random values and trig-based target angle calculations for varied left-right and up-down motion.
Expose a public balancing enemies amount in the game controller and spawn enemies with loop. Use Unity layers and a collision matrix to prevent enemy-enemy collisions and ensure different positions.
The game controller determines where bouncing enemies spawn, placing one on the left and one on the right using a modulo 2 check and a ternary operator.
Balance enemies by adjusting target angles and using 90 minus target to avoid steep paths, then enforce collision death and add upper and lower walls in Unity.
Design and implement crawling enemies in Unity by creating multiple models, a crawling enemy script, and a prefab; spawn them at randomized offsets using a game controller.
Implement a crawling enemy with a speed and a five-second lifetime that moves in one direction and self-destructs, then destroys the player on collision and adjusts its collider for realism.
Define canJump and detect mouse release to control jumping and look direction, then rotate the player model with target rotation and lerp for smooth orientation.
Define a jumping angle and force, compute x and y components with trigonometry, and apply them via rigidbody.addforce, adjusting for left or right facing.
Configure crawler spawning in the game controller using a spawn timer and interval, update with time.deltaTime, and spawn crawlers when the timer reaches zero.
Design a turret enemy in Unity using a prefab and material, with rotation on the z-axis and horizontal placement. Update the game controller to add turret mode and spawn turrets.
Define turret states of waiting, moving, and aiming; set durations for waiting, moving, and aiming; and configure public variables and component references to control turret behavior in Unity.
Build a turret with a simple state machine in Unity, cycling through waiting, moving, and aiming; interpolate position, rotate for aim, manage timers, and test with the console.
Learn to make turrets look at a target with transform.lookAt in Unity, compute a target rotation with quaternion look rotations, and smoothly aim using lerp.
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In this course, you learn how to build a Ninja game for mobile using Unity® and Blender, you will then make multiple smaller games with Unreal Engine. This course is unique because we make both the code and the art for the game from scratch. We teach you the fundamentals of designing, coding, and modeling a mobile game.
First you design the game and its functionality in Unity®. You learn how to code in C# and build video game levels. Don't worry if you've never coded before. We start simple and add more to the game as the course goes on.
Why Unity®?
Unity® is one of the most popular platforms in game development. You can use Unity® to build 2D and 3D games. Unity® is cross-platform, which means it is easy to use with other platforms.
Then you create the art for the game in Blender. You build all the art assets for the game. You learn how to integrate your art from Blender into Unity®.
Why Blender?
Blender, like Unity®, is a popular production suite that is free to download. Blender is a revolutionary tool for making 3D art digitally. With Blender, you can make art assets for games, like we do in this course.
Next you will make a bunch of smaller Games using the latest version Unreal Engine
This course is project based so you will not be learning a bunch of useless coding practices. At the end of this course you will have real world apps to use in your portfolio.
We feel that project based training content is the best way to get from A to B. Taking this course means that you learn practical, employable skills immediately.
"Very good course for those learning how to use C++ with Unreal Engine! The instructor was very clear and easy to understand. Having the multiple games to work on helped me fully understand the concepts. And I liked the fact that each game was a totally independent game and not dependent on the previous one."
You can use the projects you build in this course to add to your LinkedIn profile. Give your portfolio fuel to take your career to the next level.
We go through the content quite quickly! You can pause videos or use the Speed tool at the bottom of a video to slow down or speed up lectures if you want to.
Learning how to code is a great way to jump in a new career or enhance your current career. Coding is the new math and learning how to code will propel you forward for any situation. Learn it today and get a head start for tomorrow. People who can master technology will rule the future.
You will get full lifetime access to this course for a single one off fee. John Bura has created many games, apps and training courses so he is extremely qualified to teach you how to master technology.
This is an instructor that does not only teach, he produces apps. This means you get the most relevant information on how to code. Most courses do not show you practical skills and real world examples.
"Great for people that know little about programming"
Let's get started!
Also, now Included in this bundled course are bonus courses of other related topics, such as C# and Java! You get more content at a great price!
Enroll now to join the Mammoth community!